superdeluxe
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they haven't uploaded them yet (sadly). We just have to wait - today (if we're lucky) or tomorrow, when the game officially launches.
Thanks!
they haven't uploaded them yet (sadly). We just have to wait - today (if we're lucky) or tomorrow, when the game officially launches.
You shouldn't have to put in hours of study to roll up a great character, and games shouldn't hinge on your ability to guess what combination of skills designers thought make the most powerful archetypes. The team behind Pillars of Eternity knew they could do better. So they threw out the rules, and built their game from the ground up to be something better.
The first time I hit a dead end in a role-playing game came while playing the original Fallout. I forget where exactly, but it was after dozens of hours of play that my party ended up in the bowels of a dilapidated building somewhere in the wasteland trying to bust through a locked door.
It was at that moment, in that dirty digital basement, that I realized no one in my party had the right mix of stats or skills to move on. There was literally nothing I could do to get the damned door open, and my story just stopped. My only option was to grind that party for four or five whole levels, dumping all of my earned experience fighting radscorpions and bandits into lock picking.
Rather than bury all that time (and bottle caps) into potentially over-leveling my characters for that one door, I just started over.
But that character, that party that I left behind? There was nothing wrong with them. They were interesting. They were valuable. The game simply led them led me astray.
Anyone who's played a computer role-playing game is familiar with the pitfall of "trap builds" as they're called. So when the team at Obsidian Entertainment sat down to plan the design of Pillars of Eternity, one of their goals was to avoid just this kind of situation.
It wasn't easy, Obsidian's Josh Sawyer told Polygon, but the next generation of computer role-playing games deserved better. The result, Sawyer said, is a wholly unique and dynamic character stat and creation system. And it's out tomorrow.
I've watched all three, and while I will probably never be as conscious of the mechanics as Sensuki, the combat one really gave me a deeper understanding of recovery and engagement especially.More people need to watch these.
Polygon 'How PoE Rewrites the rules for Role-Playing'
http://www.polygon.com/2015/3/25/82...t=chorus&utm_medium=social&utm_source=twitter
Everyone can have two weapon sets equipped and there are also talents you can take that increase this to three or four, one is an Aumaua racial talent and one everyone can take.
There is some loot that's randomised, mostly junk from chests, but there should be lots of hand placed artifacts like BG also.
Do we know what George Ziets has worked on in the game? Any companions?
You have been a Pillars of Eternity stretch goal ‒ however, we feel you havent had too many chances to introduce your work on the project. We remember you writing interesting stuff about Woedica, one of Eoras deities. Could you elaborate a bit on your work on PoE?
I was involved in the early narrative and world-building work on PoE, when the team only consisted of Josh and a few other people. It was a fun phase of the project I love world-building, and Eora (which didnt even have a name at the time) was almost a blank slate, except for the player races, the map, the focus on souls, and a few lore elements that Josh wrote during the Kickstarter campaign.
First I came up with a bunch of deities, which made good sense to me as an initial step. (It seems like a society would use gods to represent things that are important to them, so defining the deities was a good way to get to know the people of the Dyrwood and their neighbors.) Then I wrote a lot of lore about cities, dungeons, prominent people, organizations, and important places in the region, including a detailed breakdown of Defiance Bay. I think the team has expanded the city a lot since I worked on it, but some of my neighborhoods are still present (e.g., Brackenbury, Ondras Gift), and it sounds like theyve retained some of the other lore too.
In appx. March of 2013, when more people started to roll onto the project, a number of us (Josh, Chris Avellone, Eric Fenstermaker, Jorge Salgado, me) wrote up ideas for a main storyline. Then Eric and I spent a couple weeks on Skype (he was in California, I was in Ohio) synthesizing many of those ideas into an initial draft. During that time, I also assisted with some writing on their vertical slice (Dyrford), though I dont know if any of my dialogue is still in the game.
Around May of 2013, I shifted my focus over to Torment during a lull in my PoE work, but my role on Torment quickly expanded, and InXile ultimately offered me a full-time position. That turned out to be a good fit the only downside is that I never had a chance to do any additional work on PoE.
Giant Bomb's Quick Look of Pillars of Eternity is now live! (Length: 49:01; Hosted by Rorie & Brad)
Interesting fact: Matt Rorie used to work for Obsidian Entertainment, in their NWN2-Alpha Protocol years. And, yes, call him Rorie.
Still no idea what class I want to go with. I'm leaning heavily towards monk, but ciphers seem so cooooool man
Polygon 'How PoE Rewrites the rules for Role-Playing'
http://www.polygon.com/2015/3/25/82...t=chorus&utm_medium=social&utm_source=twitter
Still no idea what class I want to go with. I'm leaning heavily towards monk, but ciphers seem so cooooool man
Still no idea what class I want to go with. I'm leaning heavily towards monk, but ciphers seem so cooooool man
Not finished the article yet, but my current kneejerk reaction is, "building a viable character, rather than just a character, is an important part of these old games." Unless Obsidian's done a wonderful job, they might have abstracted character attributes to the point that they're truly meaningless at representing a character's... attributes.
Edit: Yeah. That remains my stance on this.
You start out with a ton of skill points, so that you can majorly customize your character from the beginning. You can use skill points to increase base attributes or regular skills, but the base attributes are expensive. However, it could break the system if a player put a huge amount of skill points in certain skills. To limit this, I made increasing a skill cost more skill points the higher you trained it. At high levels, you might have to save up for two or three levels to get enough skill points to raise a major skill one point.
Think about this. It's a system where the more you play and learn about the challenges facing you, the less you can do to customize your characters. You have to make most of the big changes at low level, when skills are cheap. Worse, it was necessary to increase the base attributes to survive (especially Endurance, which increases health), but they were so expensive that doing so required careful planning. As a result of this mess, many players had problems with getting halfway through the game and finding that they were not strong enough to proceed. These players got angry at me, and justifiably so.
There was also a traits system. Traits are special character qualities, some positive, some negative, that affected your characters. They could make you better at spells, more vulnerable to disease, and so on. Good traits came with a penalty to experience earned. Bad traits gave you a bonus. You could have at most two traits.
And here's the awesome part. You could only pick these traits at the beginning of the game, and you couldn't change them. Major decisions that affect how you play the entire game, and you make them before you've even fought one monster. It's very hardcore and old school. By which I mean that it's mean-spirited and unnecessarily punitive.
Same here. I'm leaning towards Ranger or Cipher. Guides won't really help me, I need to get a feel for both classes myself. Probably gonna start over a few times, like any good RPG.
I like the magical fantasy scenario he paints for Fallout (which he clearly didn't play) explaining a scenario that is impossible to encounter. Go Polygon go.
Giant Bomb's Quick Look of Pillars of Eternity is now live! (Length: 49:01; Hosted by Rorie & Brad)
Interesting fact: Matt Rorie used to work for Obsidian Entertainment, in their NWN2-Alpha Protocol years. And, yes, call him Rorie.
It's going to be hard to choose between Chanter and Cipher. They both look so cool.
Is the GiantBomb player broken in every browser on Mac for anyone else lately? The play button straight up doesn't show up in Chrome and in Safari and Firefox I get a "please use a Flash or HTML5 compatible browser" message
Is the GiantBomb player broken in every browser on Mac for anyone else lately? The play button straight up doesn't show up in Chrome and in Safari and Firefox I get a "please use a Flash or HTML5 compatible browser" message
Giant Bomb's Quick Look of Pillars of Eternity is now live! (Length: 49:01; Hosted by Rorie & Brad)
Interesting fact: Matt Rorie used to work for Obsidian Entertainment, in their NWN2-Alpha Protocol years. And, yes, call him Rorie.
Does my choice of class have any effect outside of combat?
Is there anything a Cipher can do that a Barbarian can't that's dictated by the class and not the stats?
Does my choice of class have any effect outside of combat?
Is there anything a Cipher can do that a Barbarian can't that's dictated by the class and not the stats?
I like the magical fantasy scenario he paints for Fallout (which he clearly didn't play) explaining a scenario that is impossible to encounter. Go Polygon go.
I'm gonna be very boring and go with a standard male, human fighter. At least until I get to know the races and classes better.
I went with Cipher, and I did not regret it.
I'm gonna be very boring and go with a standard male, human fighter. At least until I get to know the races and classes better.
Am I right in thinking that Ciphers can only ever know 2 spells from each level? So once I have picked the 2 level 2 spells I will know I will never be able to use all the other level 2 spells with that character for the rest of the game?
This is actually very viable. High intellect is essential for Chanters, as they're hugely AoE-dependent. High Perception and Resolve stack with your already high Deflection, giving you a lot of survivability. You'll end up with sort of have a frontline support tank, not dishing out much direct damage, but able to stay on your feet long enough to provide buffs to your damage-dealers and debuffs to your enemies.gonna roll a 16-18 intellect, perception, resolve chanter. May the gods have mercy with my soul
Afaik, no, you can pick your powers from any level you've previously unlocked.Am I right in thinking that Ciphers can only ever know 2 spells from each level? So once I have picked the 2 level 2 spells I will know I will never be able to use all the other level 2 spells with that character for the rest of the game?
Any explanation from Obsidian for the review embargo?
Not finished the article yet, but my current kneejerk reaction is, "building a viable character, rather than just a character, is an important part of these old games." Unless Obsidian's done a wonderful job, they might have abstracted character attributes to the point that they're truly meaningless at representing a character's... attributes.
Edit: Yeah. That remains my stance on this.
This is actually very viable. High intellect is essential for Chanters, as they're hugely AoE-dependent. High Perception and Resolve stack with your already high Deflection, giving you a lot of survivability. You'll end up with sort of have a frontline support tank, not dishing out much direct damage, but able to stay on your feet long enough to provide buffs to your damage-dealers and debuffs to your enemies.
gonna roll a 16-18 intellect, perception, resolve chanter. May the gods have mercy with my soul
I like Jeff Vogel's take on it. When talking about overhauling the character creation and progression for his games specifically he said
Is the GiantBomb player broken in every browser on Mac for anyone else lately? The play button straight up doesn't show up in Chrome and in Safari and Firefox I get a "please use a Flash or HTML5 compatible browser" message
Polygon always rolls a 1.Yeah, that scenario 100% doesn't exist in Fallout. The critical path was planned out very carefully to the point where you could be a maniac and kill all the quest npcs on sight and still complete it, or skip huge sections of the game and complete it, or complete it through diplomacy, etc. etc. You know. While the game systems aren't balanced whatsoever, there's so much in terms of inventive possibility there that would seem very difficult to reconcile with an obsession with balance.
Well, I mean, I agree with you largely. But when you know, for instance in D&D systems, that high strength is required for accuracy and damage, but deliberately build a low strength character, you can't be surprised that they suck in combat. I guess I mean, when the system gives players the info to build a decent character and they don't there should be no surprise. Of course, in the quoted Jeff Vogel example, that's a bad way to do it.I disagree with you so bad. Building a viable character should never be the point. Maybe it's because I come from P&P RPGs rather than strictly CRPGs, but I much rather have the freedom to experiment with my character than be constrained by optimality and stat tinkering.
And it's not like min-maxing is irrelevant in their system, there will be many "optimal builds" and ways to break the system - It is IMPOSSIBLE to build an RPG system that is balanced for every type of character. The current system just promotes freedom and role-playing and slightly reduces the importance of configuring your build (though doesn't remove it entirely.)
What would be the best stat dump and character class if I want to solve situations through dialog + be able to select all the dialogue choices?
What would be the best stat dump and character class if I want to solve situations through dialog + be able to select all the dialogue choices?